Trooper
Troopers (also known as Minions or Creeps) are the primary offensive units in Deadlock, summoned by the Patron to push lanes and provide Souls for heroes.
Overview
Troopers spawn in waves of four. The spawn interval decreases over the course of the game: 18s/18s/15s/15s/15s across game time brackets.
- Wave Composition:
- 0:00 - 5:00: 3 Ranged Troopers, 1 Medic Trooper.
- After 5:00: 2 Ranged Troopers, 1 Melee Trooper, 1 Medic Trooper.
- Deployment: Troopers enter lanes via Zipline vessels. These vessels can be shot down to force the troopers to drop early.
- Late Game Buff: Allied troopers get stronger (+60% bonus DPS) in the lane where an enemy Shrine is destroyed. Middle lane troopers upgrade when either Shrine dies. Super troopers have 15% less bounty.
- Out of Combat Regen: Troopers gain 7 HP regen when out of combat.
- Late Game Wave Interval: Starting at 35 minutes, trooper wave interval is every 20s.
- Medic Trooper DPS Growth: Medic Troopers DPS grows by 3% per minute.
- Visual Indicator: The amount of wax on the candle atop a trooper’s head reflects its remaining health.
Trooper Types
Ranged Trooper
The most common trooper type, attacking from a distance and resorting to melee only when enemies are close.
- Health: 300
- DPS: 28
- Range: 25.4m
- Movement Speed: 6.3 m/s (13 m/s Sprint)
- Resistances: 0% Bullet Resist; 20% base Spirit Resist (40% during overtime). Spirit Resist scales further over time up to 70%.
Melee Trooper
Tougher units that only begin spawning after the 5-minute mark. They have higher health and faster movement speed.
- Health: 400
- Melee Damage: 80
- Range: 3m
- Movement Speed: 8.1 m/s (13 m/s Sprint)
- Resistances: 0% Bullet Resist; 20% base Spirit Resist (40% during overtime). Spirit Resist scales further over time up to 70%.
Medic Trooper
Also known as Banner Troopers, these units provide healing utility upon death.
- Health: 350
- DPS: 28
- Range: 35.6m
- Medic Pack: When killed, they drop a Medic Pack.
- Heal Formula:
(14% of hero's missing HP + 150 HP + 3 HP per minute) / Number of nearby heroes. - Heal Radius: 35m.
- Pickup Mechanics: The pack can only be picked up by the opposing team. Pickup range increases from 18m (at 10 min) to 30m (at 18 min).
- Trooper Healing: Nearby friendly troopers are also healed by a small amount when a player picks up the pack.
- Heal Formula:
Combat Stats
Resistances and Vulnerabilities
- Bullet Damage: Troopers take -25% increased damage from player bullets (effectively 25% resistance). This does not apply to melee damage.
- Spirit Resistance: Troopers have 20% base Spirit Resist. During overtime they have an additional 20% Spirit Resist (40% total). Spirit Resist also scales over time, reaching up to 70% at 50 minutes.
- Base Defense: Troopers gain 35% resistance when near or inside the enemy base.
- Innate Resistance:
- Vs. other Troopers: 42.5%
- Vs. Walkers & Patron: 80%
- Scaling: All troopers gain +50% HP at 35 minutes.
- Parry: Parrying a trooper stuns it. Trooper parries no longer reset your parry cooldown and do not end your parry early like hero parries do.
Damage Output
- Vs. Players: 28 DPS
- Vs. Troopers: 35 DPS
- Vs. Tier 1 Bosses: 36 DPS
- Vs. Base Guardians: 80 DPS
- Overtime Bonus: Troopers gain a DPS bonus during overtime.
Sight Range
- Vs. NPCs: 40.6m
- Vs. Heroes: 17.8m
Soul Mechanics
Soul Bounty
The total soul value of a trooper is 116 + (1.16 per minute).
- Orb Split: 60% of the bounty is awarded as a ground orb on death, and 40% is released as a floating Soul Orb that can be confirmed by allies or denied by enemies.
- Melee Kills: Killing a trooper with a melee attack awards 100% of the souls immediately and prevents a floating orb from spawning.
Soul Sharing
Souls are divided among nearby allied players according to the following rates:
| Number of Players | Share per Player |
|---|---|
| 1 | 100% |
| 2 | 54% |
| 3 | 36% |
| 4 | 25% |
| 5 | 20% |
| 6 | 16% |
Wave Value Comparison
Waves provide consistent, guaranteed income compared to contested objectives:
| Time | Wave Value | Comparison to Objectives |
|---|---|---|
| Early | ~500 souls | 4th most valuable (behind walker/guardian) |
| 13 min | ~524 souls | 5th most valuable (behind kills/objectives) |
| 25 min+ | ~580 souls | Still 5th most valuable |
Unlike objectives which require winning fights, wave souls are guaranteed and safe to collect.
Wave Management Strategy
Wave Priority (Wave Shove): Always shove waves before making plays. This is fundamental to high-level Deadlock.
Why Wave Shove Matters:
- Souls: If you don’t clear waves, walker kills them and souls are lost forever
- Zipline Control: Your zipline extends to where your wave is - enemies can’t safely pass your wave without risk
- Vision: Your troopers see enemies - provides map information
- Structure Pressure: Waves attack walkers/guardians automatically
Golden Rule: Get wave shove before taking camps, sinners, boxes, or roaming. While you make plays, the enemy is “in check” - forced to respond to your shoved wave or lose structures.
Waves do NOT farm themselves. You must actively last-hit troopers to collect souls. Shoving a wave secures the current wave’s souls and creates a ~15-18s time window before the next wave arrives — it does not generate passive income. Any troopers that die to walkers (yours or theirs) while unattended produce zero souls for either team.
Example: Shove wave → wave crashes enemy walker → rotate mid for objective. Enemy must either:
- Catch the wave (you’re free to make plays)
- Lose the walker (~5k soul swing)
The benefit is the time window and structure pressure, not passive soul generation. You secured the current wave’s souls by shoving, and now have time to farm camps or make plays before needing to return for the next wave.